Web Scenario - Flying Frog Productions

Once again it is All Hallows Eve and the dead are rising from their slumber. Father Joseph has devised a plan to send the angry dead back to their graves, once and for all, but it won’t be easy. He has prepared a holy ritual at the center of town; marking ritual circles on the ground, reciting incantations, and assembling all manner of powerful artifacts to aid him. But the ritual is not yet complete, and the hour grows late!

This scenario requires the Growing Hunger

TM

Expansion set to play (you must have 8

L-Shaped boards). This Scenario can also support up to 9 players (up to 6 Hero

Players and 3 Zombie Players).

Use 8 L-Shaped Outer Boards placed randomly around the Center Board, arranged as per the diagram. During this Scenario

Random Buildings are rolled just like normal with one addition; after rolling to determine the Board Section, roll again to see if it is the

Board Section on the Outer Ring or on the

Inner Ring. Roll a D6; 1-3 Inner Ring, 4-6

Outer Ring. Then roll the Random Building number as normal.

The Heroes have Extra Doors ( 2 ) and so should place two Door markers on any two wall spaces on the board during setup (this includes on a shared wall between two adjacent buildings).

As part of setup, place Father Joseph and the Ritual Table marker in the center space of the Center Board ( Father Joseph is NOT a playable Hero in this Scenario and does NOT count toward the 6 Hero characters used – he does NOT get Hero Starting Cards ). *Note that if using the Fire rules from Invasion from

Outer Space , a Fire may never start or spread into a space on the Center Board in this Scenario.*

Shuffle up the Number Counters marked 1-6 and place them face down on the board in 6 buildings, one in a

Random Building on each of the 4 Outer Ring L-Shaped Boards, and the last 2 in any Random Building on the board

(Hero’s/Zombie’s Choice rolled still applies). Note that a Number Counter may not be placed in the Church building, as described below.

The Church is a special building in this Scenario and must always be on one of the L-Shaped boards used. At the start of the game, place the Cross marker in the Church building as well as a Zombie from the Zombie Pool in each space of the Church . Do NOT place a Free Search Marker in the Church building or in any building with a Number

Counter.

1 ) The 6 Heroes start in any spaces of the Center Board. The Hero players must also place the Ritual Circle marker in any outer space of the Center Board (NOT the center space with Father Joseph ).

2 ) Zombies start with 3 D6 Zombies (instead of the normal 2 D6). These must be split between all of the Spawning

Pits as normal.

3 ) The Heroes must find and recover 3 Holy Artifacts and return them to Father Joseph before Midnight (the end of the Sun Track). One of these Artifacts is the Cross which always starts in the Church building and is picked up just as though it were a Number Counter being revealed (see the Number Counters rule below). The other two, The Book and the Amulet are hidden and represented by two of the Number Counters that are out on the board.

4 ) Roll 2 dice to determine the Number Counters that represent The Book and the Amulet . Make note of these 2 numbers, and which Artifact each represents.

5 ) Father Joseph is not a full playable Hero in this scenario, but rather is preparing the ritual to banish the

Zombies back to hell. Set the Father Joseph character sheet off to one side of the board. No player is controlling him and he does not get to Activate during the Hero turn (may not move, does not have to Fight

Zombies in the Hero Turn, etc). He CAN however be attacked during the Zombie Turn (he is in fact an objective for the Zombie players to try and kill). The Hero’s MAY Exchange Items with Father Joseph and

MAY play cards on him as though he were a normal Hero (just keep in mind that he won’t ever get to make a

Ranged Attack or any other thing that is done as part of a Hero’s normal Activation. He may still be Healed by Becky the Nurse at the end of a Hero Turn as normal). Father Joseph’s Strength of Spirit ability may

NOT be used as he is far too busy preparing the ritual. For card wording, the start of the overall Hero Turn is considered the start of Father Joseph’s Turn and the end of the overall Hero Turn is the end of Father

Joseph’s Turn.

The Ritual Table in his space allows Father Joseph to win Fights on a Tie result.

6 ) Once per full Hero Turn (at any time during the turn), Father Joseph may utilize the Ritual Circle . Choose

ONE of the following options when utilizing the circle - move the Ritual Circle , ignite a massive column of holy fire, or use the Ritual Circle to try and cancel a Zombie card.

Moving the Ritual Circle

– To move the Ritual Circle , simply move the marker to any other space on the Center Board (not including the center space with Father Joseph).

Column of Holy Fire

– Immediately roll a D6 for each Zombie in the same and adjacent spaces to the Ritual Circle marker. Zombies will be burned up (Killed) on the roll of 4+ . This has no effect on any Heroes there.

Cancel a Zombie Card

– Choose any Zombie Card that Remains in Play or that is being played during the Hero Turn and roll a D6. On the roll of 4+ , cancel that card.

7 ) A Hero that has one of the

Artifact:

Holy Artifacts

gains the Keyword

Holy

as well as a bonus for that specific

Cross

– The Hero gains an extra Fight Dice.

Amulet

– The Hero gains an extra Health Box.

The Book

– A Hero with

The Book

wins Fights on a Tie. Also, the Hero may read from

The Book

as a Ranged Attack. Roll a D6 for every Zombie within 2 Spaces of the Hero (including those in the Hero’s space). On the roll of 5+ that Zombie is

Hit. This attack does NOT need Line of Sight. While Father Joseph has

Cancels Zombie cards on the roll of 3+ (instead of the normal 4+ ).

The

Book

, he cannot use its Ranged Attack, but instead Kills with the Holy Fire and

If a Hero with a

Holy Artifact

is killed, the Artifact will drop in the space. Any other Hero in that space or moving through that space may pick it up for free.

8 ) Heroes win by having Father Joseph alive with all 3

Holy Artifacts

at the Center Space at the same time before Midnight (the end of the Sun Track). Zombies win by either killing Father Joseph or by preventing the Heroes from accomplishing their goals (or by standard Zombie Victory Conditions).

Zombies:

Zombie Horde

( 21 ),

Zombies Autospawn, Always Zombie Heroes

Heroes:

Extra Heroes

( 2 ),

Heroes Replenish

,

Free Search Markers

,

Hero Starting Cards

( 3 ),

Extra Doors

( 2 ),

Number Counters

Extra Heroes (x)

xxxxx

The ‘Dots cost’ for Extra Heroes (x) is 5 Dots per Extra

Hero used.This Scenario Special Rule may not be appropriate for all Scenarios, so use your best judgment when adding it to existing Scenarios.

Extra Heroes are just like it sounds, extra Hero characters that are part of the Hero team. Each of these extra Heroes acts just like a normal Hero would in every way, this scenario just uses 4+ x Heroes instead of only 4 Heroes.

Contact Info / Web Info www.flyingfrog.net

Last Night on Earth® is Copyright

1999-2010 Flying Frog Productions,

LLC. All Rights Reserved.

Number Counters

N/A

When a scenario uses the Number Counters special Rule, take the number counters marked 1-6 and shuffle them up, placing them face down in 6 Random Buildings without looking

(limit 1 per building). These counters are on the entire building, not just a single space. A building with a number counter on it may NOT be Taken Over

(Re-roll).

A Hero may give up their

Search to reveal a number counter on the building they are in. The effects of a number counter when revealed should be described in the individual scenario they appear in.